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Why people claim Killer got suddenly hard to play?

24

Comments

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,508

    Pretty much the same as you say. I don't play this too often, and trials can be a mix of difficult survivors and newer survivors. However, overall it's not felt like a chore at all. I enjoy the games and currently have a 66% kill rate from 25 games in the last 30 days, which is perfectly fine for me.

    It sounds like everyone has different experiences, and sadly some may be exaggerating or have negative bias for either harder or easier arguments, but overall I can only speak from my experience and I haven't experienced it.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263

    Well you assumed wrong, and the reason you held the assumption was back in this reply :

    You wanted to dismiss my point of it being easy by saying "well you just play nurse, of course its easy"

    You had nothing to go off but someones forum picture? Should I change it to meg or something?

    Actually you know what? Im gonna do that right now.


    Welp, it wasnt nurse. So point still stands its pretty easy still and no difference.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,948
    edited July 14

    well you just play nurse, of course its easy

    Well, you assumed wrong, because I don't consider killers to be harder at this moment at least.

    Funny you try to show off with match history, then don't even want to say the killers you played it with :D


    I am Legion and Oni main, games were pretty much same to me. Oni is going to become harder in next patch tho, but not at the moment.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263

    Well, you assumed wrong, because I don't consider killers to be harder at this moment at least.

    I didnt assume that.

    You typed that at me

    Like if you claim games are still easy with Nurse, then yes…


    I to dabble into legion a bit. For the points from never sleep pills.

  • crogers271
    crogers271 Member Posts: 3,250

    Kind of feel like arguing whether killer is the easiest it has ever been, or the second easiest it has ever been, or off chance on the third easiest, is missing the forest for the trees.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited July 14

    Why do people feel like the game is harder for Killer now?

    Because when Survivors don't tap out early and actually try, they can win more games than they often think are winnable at first glance. My escape rate has not changed, I am still around that 40%, but my teammates don't quit now so more games feel winnable. Meanwhile, if I get a round where the Survivors actually try and actually coordinate? The 2ks and even 1ks are back despite pulling around a 60% killrate on everyone per usual.

    So basically, blame the fact that Survivors cannot give up easily anymore and HAVE to try for why "games feel harder now". They're not actually harder, they're the same as always - it's just that Survivors have to try now, and when Survivors actually try, they actually win because 60/40 under those conditions is actually balanced giving both sides an equal chance to win as long as MMR is close between both sides. That's why you're seeing less 4ks - because you're probably seeing a lot more ties and occasional 1ks.

  • kosaba11
    kosaba11 Member Posts: 312

    There's this habit of a certain, very vocal yet minority in the community who gets upset when they can't get 4Ks every match. This would be par for the course of any gaming community if it weren't for the fact BHVR tends to listen to this vocal minority, ruining the game for everyone else.

    Survivors often have their stuff nerfed, with anti-toxicity features being delayed or half-heartedly implemented, and often receiving mostly useless or niche perks.

    As for Killers, while the experience rarely becomes bad to play, the whole of that side do suffer both from being the larger scapegoat, and from longer queue times, since the negative impacts on the Survivors often leads to large swathes of players quitting the role or game altogether, which negatively impacts Killer players, who now have to wait even longer just to play, regardless of who or how they play.

  • Lixadonna
    Lixadonna Member Posts: 691

    Killer Mains are just BHVR's voluntary Balance Consultants. Just take a look at the PTB Feedback

  • Rudjohns
    Rudjohns Member Posts: 2,814

    Those were perks meta

    Since then, the game has substantially changed in its core mechanics

  • Rudjohns
    Rudjohns Member Posts: 2,814
  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Yeah… that's what happens when you lose. Your MMR goes down.

  • Choaron
    Choaron Member Posts: 818

    Because survs do gens and try to loop the killer. That's why.

  • thrawn3054
    thrawn3054 Member Posts: 6,357
  • ChuckingWong
    ChuckingWong Member Posts: 1,263
    edited July 15

    Play a good mix usually bouncing between Legion, Artist, Plague those would probably be the big 3 for me at least.


    Recently, el pigo a bit more. 🐽

    Trying different things with speed/undetectable for the less movement inclined killers. Wanan get out of the bamboozle/superior combo and try something different. Trying at least. So far so good? I think? Winning but its close on some of these matches for sure


    Playing misery incarnate … I mean survivor is …. help

  • kosaba11
    kosaba11 Member Posts: 312
    edited July 15

    Yeah, I've see the PTB Feedback. Unfortunately, this is one of the many pitfalls BHVR falls into. There's nothing wrong with BHVR looking to Killer mains for feedback on the Killer experience, but they do often look towards Killer mains for the Survivor experience as well. It's like asking a coyote advice on how to make a chicken coop better protected - yes, you'll get advice, but it'll only benefit the coyote.

  • thrawn3054
    thrawn3054 Member Posts: 6,357

    See I think that's an interesting mix and what I was expecting tbh. It lends weight to the idea that killer hasn't gotten harder. At least imo.

  • ImWinston
    ImWinston Member Posts: 641
    • I think killers main are really starting to overdo their complaining. The "killer anxiety" video is trending on YouTube right now, as if playing killer is a nightmare or a truly unpleasant experience. In reality, killer queues are among the worst I've seen in recent years (except for 2vs8). Another day, I spent LITERALLY an hour for 3 games... half of it spent in the lobby waiting for a match. If the experience is so bad, why are there so many people who want to play killer? Maybe masochism?🤣 Same thing for "botany"... yes, this perk has improved, but not by much; in fact, I see it rarely used (nothing has changed in the frequency of encountering it), yet it seems to have become the "new" Mikaela's boon according to killers.🤣
  • terumisan
    terumisan Member Posts: 2,176

    ??? pop is the weakest it's ever been wym? ever since 6.0 it's been garbage since rhey changed total to current it's never been worth running also outside of corrupt and dms they all have a hard limit at 8 kicks (4 for eruption) and corrupt should've been basekit back in 6.0 since that's the patch where it goes away when you down someone

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,948

    To some players more than others, on both sides. Most to those who actually used it, I think it was good perk for few killers.

    I think the simply fact that it's not possibility to use is going to be relevant more. For survivors, because they can freely bring whatever they want and for killer because they know there is nothing to do about it (lobby with 4 items)…

    Perk changes change behavior even for players who never used them, we have seen it several times in past.


    For example if I am going to see lobby with 4 fog vials, there is no perk to fix the issue. I will either have to dodge the lobby, or simply try to end the game fast to get over it.
    The fact that there is not even option to counter it with perk, is going to make it way more frustrating.

  • Sava18
    Sava18 Member Posts: 2,514

    Survivors have been quitting for years. Killers have been getting stuff but not what they wanted, that's just troll. Kill rate is genuinely irrelevant, couldn't be a more worthless stat in this game. The kill rate during prime DH, IW, UB and CoH meta was 48% in a swf, survivors simply don't play to win. Killers have so many unfun way to destroy survivors but that doesn't mean as much as survivors running it down 3 gens down to save one dude, killing the entire team, at ANY mmr.

    Killer peaked in 6.1.0 strength wise.

    Saying killer get buffed every patch is hilarious, 0 of the best killer perks are at their peak strength right now. Clown just got gutted.

    While killer is stronger than it was in 2021 objectively, it won't generally get stronger for the better part of a year and you'll still say this. Survivor will get the +10 on hook but who cares, PR, every gen kick perk and every gen kick killer getting nerfed doesn't change anything. Nurse gets add-ons nerfed, skull merchant killed, blight add-ons are way worse and hug tech removed. Base kit BT is insane, Skull merchant deleted, ghoul is removed from high tier less than a month after release although he is terrible to play against.

    Survivors have been complaining in the exact same way you worded this comment since I started playing in summer 2021, Kill rates mean absolutely nothing, player hours mean nothing.

    It might seem like I am a killer main, survivor hater in the way I worded this but that's not the case. I despise how killers play like bots just like how I despised how survivors played like bots up until 6.1.0.

    Other than 6.1.0, it's been a HARD give and take on both sides other than a couple exceptions. Now survivors are finally getting a super favored patch so rejoice.

    I genuinely don't think people understand how much lower kill rates would be if survivors played to win, but that's not what happens. 3 gens will be done and 3 people will start playing around the killer to save a person about to go on second hook, losing the entire game. That's 15% of all games right there. I don't think killer is weak whatsoever but people use false numbers to judge survivor when it means absolutely nothing.

    People still lump "killers" into a group like they have been collectively buffed at all since 6.1.0 and the top end has only been nerfed even if still oppressive. Blight isn't freddy, blight isn't Phead.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,960

    So there's a lot to unpack here, but I'll try to speak to as much as I can.

    Kill rate is genuinely irrelevant, couldn't be a more worthless stat in this game. The kill rate during prime DH, IW, UB and CoH meta was 48% in a swf

    I feel like this is the core problem with why we disagree here, because this meta was before 6.1. your also cherry picking SWF, but actually that doesn't matter anymore.

    These are the most recent escape rates, so overall that number has gone up a lot. SWF in particular is now at about a 60% kill rate overall. So yes, balance has changed, and absolutely in the killers favor.

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    And I doubt you'd be saying "kill rates don't matter" if it was flipped and kill rates were around 40% instead of escape rates.

    Killer peaked in 6.1.0 strength wise.

    Saying killer get buffed every patch is hilarious, 0 of the best killer perks are at their peak strength right now. Clown just got gutted.

    If you're only looking at perks, which you seem to be focused on, then yes... The gen kick and 3 gen metas were the strongest we've ever seen in the game. And it was so wildly overpowered that people could hold the game hostage for an hour and win by attrition that way. It was also one of the most completely broken things they've ever had in the game and is a travesty that it took a year for them to address.

    I say killer has been buffed every patch, since it's basically true. In the 3 years since 6.1.0, there has been one, maybe 2 patches total that didn't include some form of buff for killers in general, or specific killers, or even just base kit mechanics.

    There are people like you that hard focus on just the meta perks, and basically unless they're hard buffing regression then it doesn't matter to you.

    But the buffs they've been handing out are specifically and intentionally to increase the kill rates over the years, and it's demonstrably worked. (This is also, I suspect, related to why you don't think kill rates should count, since it hard counters this idea that killer role generally is eating just fine right now). Changes to maps, tiles, weakening pallets, increasing dead zones, and map RNG happen relatively often even though it doesn't reach the patch notes usually unless there's a specific map rework. Base kit hooks respawn, instant regression on kick (twice), and nearly every major patch has had 2-4 killers specifically listed with buffs ranging from QOL improvements to entire IRI add-ons made base kit.

    Nurse gets add-ons nerfed, skull merchant killed, blight add-ons are way worse and hug tech removed. Base kit BT is insane, Skull merchant deleted, ghoul is removed from high tier less than a month after release although he is terrible to play against.

    Yes, there have been some balance changes, and personally I don't like how they handled SM either. But complaining about them nerfing nurse, who is still S tier, top 2 killers in the game is a weird focus. They announced like 4 years ago that hug tech was a bug, and it took them over two years to fix. That wasn't a surprise at all. Ghoul is still a high tier killer as well, so I'm not sure what you're upset about with this one.

    Looking at the three of the top, I'm guessing 5, killers in the entire game and clutching pearls because they had minor changes or even bug fixes that still leave them in the top 5 isn't really making your case for you here.

    It might seem like I am a killer main, survivor hater in the way I worded this but that's not the case. I despise how killers play like bots just like how I despised how survivors played like bots up until 6.1.0.

    It does because you're so hard focused on regression for killers (and this weird "kill rates don't matter stance"… dying a lot more often certainly matters if you play survivor for any reasonable amount of time and you don't just dismiss that fact.) It's also because, despite you starting in 2021, you're complaining about base kit BT… and you should know exactly why that was a necessary and good change to the game. Especially since 6.1 also brought about the change to endurance where hitting BT off hook literally disables a host of anti-tunnel perks for the killer.

    Because IMO, killers played more like bots right after 6.1. Specifically the gen kick and 3 gen metas were PvE gen kick simulator, where killers dropped chase, kicked a gen, hit me, ran away. There was a song about that exact phrase because killers would spend the entire match kicking gens instead of interacting with the survivors (you know, the PvP).

    And that "strategy" won games. It won a lot of games, and had the added "bonus" to a lot of killers that it was so broken and non-interactive that it was exceedingly frustrating for survivors. I personally stopped playing survivor for at least a year and a half after a few months of that meta.

    Killers have been getting stuff but not what they wanted

    Killers have largely gotten what they asked for, but not what they wanted. Generally speaking, killers want to go back to the 6.1 days where they could play like a bot, and win a largely PvE game experience. But pretending like most survivor changes haven't been catered to exactly the killer's demands here is laughable.

    prime DH, IW, UB and CoH meta

    You pick it out yourself, and choose a meta where perks were largely nerfed by killer request (except UB). DH (twice), DS, IW, CoH, medkits, toolboxes, BNP, MfT, Haddonfield, basically every corn map (not just cowshed), Eyrie, GoJ, even hatch, and I'm certain I'm missing some because it's been 3 years now. Oh, and the recent "just push it live" punish them all "Go Next" system that was grossly overtuned. All by killer demand.

    What killers apparently want, however, is gen kick meta back. That's all that matters is regression. Oh, absolutely keep all the buffs to everything else, including core game elements in the meantime, but give back infinite time to win the game by default after an hour. That's a must, apparently.

    Blight isn't freddy

    This is the kind of thing I'm talking about. What exactly are you trying to say here? Freddy is the most deadly killer in the game currently after the most recent rework. And, I'm sorry, but the "it's a skill issue" argument doesn't hold water, since he's #1 across the board with overall and high MMR.

    Pick trapper, pick clown. There are killers who could use some help.

    And regarding clown, I'm sorry but this is part 2 of the MfT fallout. Killers complained for 6 months about 3% haste "lOsInG tHeM gAMeS" and the devs nerfed it for them. And now, because that group also convinced the devs that haste was a problem, they're addressing haste overall. Clown is collateral damage to that.

    Strangely, now, things like haste stacking and clown bottles (more than 3%) are suddenly "necessary' and reasonable… now that MfT is dead. Which, I forgot to add, that while MfT was nerfed by demand, in the same breath the haste stacking changes were pulled back also by killer demand. Again, this is killers getting what they ask for but not what they wanted (which, in this case, is haste and haste stacking for the killer, but not for survivors).

  • TicTac
    TicTac Member Posts: 2,681

    The game often feels hopeless bc people have a bad mindset. There is occasionaly the unwinnable game bc the slugging nurse got a great map, but most of the time they just thinks it hopeless and lose bc of it.

    And if someone gives up, it really is pointless. Not even suiciding, doing dull totems/chests instead of gens is enough.

    Now we could say thats a subjective opinion and i cant 100% prove it. But with the anti-go-next-update my escape rate jumped from 40% to 56%. No new builds, i always play solo and i didnt get suddenly extremely better after playing for 7 years.

    So for an always solo player like me the go-next-prevention was great.

  • Evan_
    Evan_ Member Posts: 562
    • Survivor Ui rework giving a lot of info
    • Basekit BT
    • Hook grab removal
    • Anti-facecamp
    • Basekit Reassurance

    These are changes from the past years that affect all killers. Are you actually convinced that all these changes made the killer role easier?

  • TicTac
    TicTac Member Posts: 2,681

    Ah, no im talking about the part of the go-next-prevention which stayed: Removing the option to suicide on hook.

    Thats more effective than it sounds. If you have to wait 2 minutes to leave, you have time to calm down. Most continue playing then.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,960

    You're right, I did forget that part.

    I guess I discount it a bit, just because people who really want to go next will find another way. But it does depend on the person.

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    Nailed it. Although I will say that Clown being nerfed because of haste doesn't entirely fit BHVR's MO. They make lots of bad changes because of their faulty "consistency" logic, but it rarely applies to both sides. Aura reveals need to be limited on Survivor, not Killer; endgame perks/mechanics need to be limited on Survivor, not Killer; etc. Unless they've shifted their approach, Clown either caught a stray or he was nerfed as a part of them buffing Survivor haste recently.

    Also with go next, a surprising amount of Survivors were begging for it too. It was really tone deaf to me that they couldn't understand why players were fatigued or why they deemed a trial unwinnable, while they themselves were playing Survivor. My only guess is that they weren't as invested in the role overall so they didn't really see it.

  • TicTac
    TicTac Member Posts: 2,681

    Yh but the majority who really want to go next just dcs. So there are really not many who try to play around the system (i also dont see luck offerings).

    Most suicides are a knee-jerk-reaction, people get triggered and do dumb things without calming down.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Friend, I don't think all of those people are Killer Mains just because they have Killer PFPs. It's more likely most people here play both sides with some relative frequency and it's actually more likely that people who are self-described "Killer Mains" - at least in my experience - also play enough Survivor to know what balance is and isn't for Survivor.

    It's people who truly only play one side or the other asking for hard nerfs for the other side, dismissing real balance concerns about either side, or saying things like "Franklin's deserves to be gutted"/"Last Stand needs a buff". At least in my experience.

    You should also be aware the person you're quoting is a Survivor Main. They have a Survivor side bias. I'd take them with as much a grain of salt as you take Killer Mains.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Honestly I will take my Killer games being a bit tougher because Survs are staying in rounds and actually trying now over my Survivor games sucking hot garbage because people would go "Ewwwww it's a [Killer I dislike]" and DC or go next on hook first thing.

    We do now have forced no self unhooking, meaning someone has to come save you or you need a perk/luck offering for it. That alone does give hooks a little more pressure because two Survs at/on hook means two less Survs on gens.

  • Evan_
    Evan_ Member Posts: 562
    edited July 15

    The time of a hook-state was changed to 70 seconds from 60 in Patch 8.2.0

    "Basekit Reassurance". Hope me saying it out loud helped you in some manner.

    Although I went a bit off-topic here. I personally don't think killer "suddenly" got harder as this thread implies. Ever since I follow feedback of this game, there were people claiming that <their preferred side> is becoming so hard to play, while <the other side> have never been so easy. Now I acknowledge it as a constant.

  • ChuckingWong
    ChuckingWong Member Posts: 1,263
    edited July 15

    "Basekit Reassurance". Hope me saying it out loud helped you in some manner.

    The time of a hook-state was changed to 70 seconds from 60 in Patch 8.2.0

    What?

    Edit: Oh they are trying to say these two things are equal.
    Yea thats not how reassurance works.

  • kosaba11
    kosaba11 Member Posts: 312

    It's definitely true that there are plenty of Survivor mains who only care about the Survivor experience, and those players shouldn't really be listened to any more than the Killer mains who only care about the Killer experience.

    The problem isn't necessarily that there are players on both sides demanding hard nerfs that ruin the experience for whichever side they don't play, as all players can do is voice an opinion - regardless of how unhealthy that opinion would be for the game. The issue is that BHVR seemingly only listens to one side of the debate when they balance the game. Now, when I say they're only listening to that specific minority of Killer mains, this is purely an inference based on how often the updates screw over Survivors in one way or another - which no actual Survivor main would want (unless they were a masochist). If the updates were exclusively making the Killer role impossible to play, I'd infer the opposite.

    In my opinion, as someone who has some knowledge of game design, that this method of balance is foolish. No true balance will come from listening to one side, or only listening to the top players. Obviously, there's the issue of bias - why would, say, Killer mains care about the Survivor experience and vice versa? As for the top players, why would they care about things only affecting people with lower MMR than them? Obviously it's not everyone, but when you ask a small group of people advice on how what needs changing, you're not going to get an accurate read of what needs to be done, but rather what that small group wants done to benefit them.

    As for the PTB feedback, I've seen all sorts of feedback - from understandable concerns, like its lack of thickness rendering it not as useable as you'd think to concerns about accessibility issues. I've also seen complaints that boil down to "Survivors don't deserve to escape tunneling," which I doubt would come from people who play Survivor. Of course, in regards to other changes, like to the Killers, I've seen biased Survivor complaints that don't really help the conversation either.

  • terumisan
    terumisan Member Posts: 2,176

    i'll straight up admit i dismiss stuff coming from survivors but that's because since i play killer a lot i see what happens when i get stomped as killer and when i stomp as killer

    the difference between them is gen speeds also when i hop on survivor (because i get tired of stomp getting stomped cycle) and start doing things what i see survivors do in my killer games i look at the hud (since it gives a looot of information) when someone gets hooked people just start throwing and not focusing on gens which leads us to losing

    it's an incompetent teammate problem in my eyes and no amount of buffs can fix that

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Thanks for contributing nothing to the discussion except for more “us vs them” toxicity